Posts Tagged ‘zbrush’

New Action Character W.I.P.

Hope you like the start. Cheers!

Pixologic Turntable Gallery

I was honored to have been invited to participate in the Pixologic Turntable Gallery. There’s a lot of great art in here and I thank the good folks at Pixologic for their continued commitment to making a 1st class art tool. Below is a link to the gallery on the Pixologic site where my contribution can be found. Thank you.

http://www.pixologic.com/turntable/

Death Cult Assassin

After playing Assassin’s Creed 2, I had the notion to design my own… a sort of death-cult assassin. I created all the base meshes in Maya, detailed, poly-painted and rendered in Zbrush. I’ve started using Decimation Master to bring the pieces one at a time into Maya so I can generated my Normal Maps in there. I’ve used UV Master for some of the Pieces, while I find it doesn’t serve well in all situations. Albeit the UV’s are clean, I like to have a bit more control over them than UV Master will allow, but still a very welcome addition to Zbrush.

The General

A Low-Poly Character.

This is The General, a low-poly character design based on the feel of Old-World British Navel military. I created The General using Maya, Zbrush and Photoshop. I gathered reference materials from the internet and compiled a comprehensive library of media that I could draw from at any time.

I began making the base meshes in Maya that I could export to Zbrush for detailing later. Here are a few screen shots showing the Facial Blend Shapes, the Rig I created and the Bind Pose (same as the Base Mesh).

This was the final Zbrush, Hi-Poly model that the Normal, Ambient and Cavity maps were generated from. I think it stands at about 51milllion Polys… which is about all my Macbook Pro can handle before it wants to roll over and die.

These are some closer shots of the Hi-Poly, Zbrush models of The General’s weapons. I researched the style of weapon used during this time period by the British Navy and came up with these designs. These are slightly more elaborate than the samples I found in my reference, but it was an artistic decision to do so.

Human Hunter

Low-Poly Character

This character was heavily inspired by Gears of War and the works of Vitaly Bulgarov. I created most of the base mesh pieces in Maya and some were created using Zspheres. Everything was brought to Maya for Uvs, before being shipped off to Zbrush for detailing. Here are a few shots of the final work.

The rig I created facilitated proper motion of the tubes that are attached to portions of his armor. It’s a little confusing to look at, so I included a few shots to help make things more obvious.

Here is the weapon I made, again inspired by Gears of War.

Here is the Zbrush Hi-Poly model that the Normal, AO, and Cavity maps were generated from.

Here is a shot of the Anatomy I created, before I was certain what the armor would look like.

Female Anatomy Study

This is a Female Anatomy Study I did loosely based on the Pin-up girls of earlier generations. Lo-Poly Base mesh made in Maya and detailed in Zbrush. Textures were made in both Zbrush and Photoshop.

Here is a Wire-Framed Render from within Zbrush

Mecha Armor – Work In Progress

Mecha Armor is a Character I began working on, but have temporarily abandoned for other projects. He is one I would like to come back too and complete, but this is what I have so far. The bust and all mechanical parts were modeled in Maya. Hope you like the bare-bones start.


Archangel

This is an Archangel. I created the entire piece inside of Maya and Photoshop, with only a small amount of help from Zbrush on the Head. This is a Hi-Poly work. I have also Rigged this Character for animation and have yet to post some of my Rigging images and some pose work. The wings, with all those feathers was a particular challenge… not to mention the multi-piece and cumbersome armor.

Hi-Poly Full Front Render with Wings Spread

Hi-Poly Mid Distance with Wings Folded

Hi-Poly, no wings or hair, armor is completed but no compositing here

This is the Hi-Poly Mesh completed, pre textures, lights, etc…

Some initial outfit sketches to get a sense of what I wanted this warrior angel to look like.

Male Anatomy Study

This is a Male Anatomy I built around the cannon of proportions for a Super Hero. Base Mesh in Maya and Textured in Zbrush and Photoshop. Zbrush was also used for the surface detailing.

From Hell

This was a rapid sculpt in Zbrush from a 3DS Max Base Mesh created.

Steve Buscemi

This is a bust started from a Base Mesh in 3DS Max and detailed in Zbrush.

Dog Demon

This is a Dog Demon idea I was messing around with. The base mesh is made in 3DS Max and the detailing is in Zbrush with a little hair/fur quickly drawn in with Photoshop. If I take this character further, he would definitely have “real” hair… not some quick draw over. Also, I kinda of picture some crazy WOW style armor… but we’ll see. Hope you like the idea anyways.

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Experienced - Character Artist | 3D Generalist | UI Artist | Multimedia Designer | All Around Nice Guy ;)

Adam Muratoff is a Character Artist and 3D / Interactive / Commercial Arts Generalist living and working in Vancouver, B.C., Canada in the Video Games, Film and Multimedia Industries. Adam performs Digital Sculpting, 3D Modelling & Retopologization, Texturing, Painting, Rigging, Animating, Particles, Dynamics and Rendering using packages such as Maya, 3DS Max, Zbrush & Photoshop. Adam has more than 10 years professional experience in Interactive Arts using tools such as Flash and AS2&3, After Effects, Premiere, Reason and Logic Pro and can contribute to most any project during any phase of production. Thank you for taking the time to view this portfolio. Although Character Art is the main focus of this site, there is much to see in the "Background Skills" section of this site as well. Hope you enjoy it and I look forward to hearing from you!